You have a long journey ahead of you, so you might as well get acquainted with each other and the rest of the crew and passengers.

Here are the main NPCs for convenience.

Aerys Mavato: This severe half-elven woman boarded in Port Peril, where she immediately got into a scrape with a crude sailor. She spends most of her time in her bunk, seeming to purposefully avoid fraternizing with the ship’s other passengers.
Alizandru Kovack: A Chelish man whose family has made the Magnimar to Eleder run for generations, Captain Kovack is pleasant enough with his passengers, but a strict disciplinarian when dealing with his crew.
Alton Devers: The Jenivere’s first mate is friendly with both passengers and crew, but he sometimes seems to chafe under the strong discipline of Captain Kovack.
Gelik Aberwhinge: A sharply dressed gnome from Magnimar, Gelik spends much of his time writing in the ships’ common areas, and takes every opportunity to tell long-winded stories, boast of past journeys, or quip about anything in his field of view.
Ieana: A bookish Varisian scholar who tends to keep to herself, Ieana is traveling to Sargava to explore the ancient ruins there. Rumors aboard the ship alternately suggest that she’s the Jenivere’s owner, a Chelish agent, or Captain Kovack’s secret lover. Ieana keeps mostly to herself, and grows more intent on her studies with each mile the ship travels closer to Eleder.
Ishirou: A scruffy human of Tian heritage, Ishirou boarded at Bloodcove and waits to reach Sargava with a quiet eagerness. Aloof but not rude, he gives the impression of one who has had a hard life but find himself currently without direction.
Jask Derindi: A prisoner loaded aboard in Corentyn, Captain Kovack sees to this taciturn human’s needs with curt courtesy, but insists he be left alone, sequestered in the ship’s brig.
Rambar Terillo: A taciturn man from Senghor, Ship’s Cook Terillo has served in that capacity aboard several ships, though apparently not on account of his culinary skills, which seem to be limited to watery soups.
Sasha Nevah: This red-haired human boarded the Jenivere in Ilizmagorti. Since leaving Mediogalti Island, the woman’s somber demeanor has gradually faded, revealing a boisterous and optimistic personality. None have yet questioned her about her missing left pinky finger.

Qui had come up above deck about an hour ago to enjoy the night sky, which, when coupled with the water's reflecting below, made for quite a show. Plus, it gave him an excuse to slip away from that windbag Aberwhinge before he got roped into the telling of yet another epic tale about such-and-such a mysterious ruin, or whatever the gnome would go on about. And I'm a gnome myself...I can't imagine what the humans and elves must feel like.

As he walked the deck, he passed the old man at the wheel who was attempting a tune. As he walked by, Qui whistled a much more in-tune accompaniment, winking at the old man as he did so.

Torch finds that most people are put off by his unsettling appearance, and thus spends a lot of time either in his cabin or on deck, far away from the other passengers and crew. In particular, the superstitious nature of most sailors means he's gotten a lot of glares and more than a few warding gestures thrown his way over the last weeks, reactions he is sadly used to anymore.

As a result of this isolation, most of what the other passengers have learned about him is that he claims to be an Associate Professor of Ancient Cultures at the small University of the Arch in Corentyn.

As a fellow academic, at least by reputation, Torch would likely have attempted to reach out to Ieana, and possibly Quij as well (depending on how he's presented himself).

Surkoff seems to spend an exorbitant amount of time watching the cargo hold. Following anyone who heads down there, offering to assist in whatever they are doing but rather obviously keeping a close eye on a few of the crates down there.

Hrakar spends most of his time in his cabin, trying to determine what to do once he has accomplished his mission.
He was ordered to give the sealed message to the head of Torag's church in Eleder, "to check" on the activities of the cult there and then to send a report back. But besides that he had no specific orders. So he considers his options and feels he could do well in Sagrava, as he certianly doesn't feel like going back to the lawlessness of Port Peril, especially not as a relatively unknown priest with no accomplishments under his belt.

As for the other passengers Hrakar isn't terribly interessed in any of them but he appreciates the secure way he deals with the crew. Hrakar is also a bit curious about the human imprisoned in the brig, he saw him a couple of times but... (can I get a sense motive check to determine Hrakar's opinion on him?)

As he walked the deck, he passed the old man at the wheel who was attempting a tune. As he walked by, Qui whistled a much more in-tune accompaniment, winking at the old man as he did so.

Ralf hollers, unaware of his volume, "Howdy, half-pint! Beautiful night for sailing, isn't it? I tell you, there's nothing that makes a man feel more alive than breathing fresh sea air and looking up at the stars. Well, maybe there's one thing, but I'm not a spring chicken any more; my days of chasing girls are behind me. How about you? You got a wife and kiddies at home? I'm an old bachelor myself, nothing to tie me down, footloose and fancy-free. Being the wife of a sailor is no way to live, if you ask me."

"Ahoy, old seadog. Nay, I'm a loner myself - I travel too much to maintain any number of wives, and don't have any children - nor a home, for that matter. At least, none that I know of. Children, that is." With this statement, the gnome's roguish grin widens. Looking up at the sky, he continues, "And yes, I too find the this air and its accompanying setting quite exhilarating." Looking at the old man inquisitively, he asks, "So how long have you been on the seas?"

"Hmm" says the gnome, scratching his chin and completely rolling with the fact that his question was ignored. "I spotted him when he came aboard, but I haven't given him much thought since then. Seems to me that there are enough unsavory characters on our side of the bars to warrant the neglect of someone on the other side, eh?"

After a long time with himself Hrakar decides that some fresh air can be a nice change and help him to decide a path of action once in Eleder. While going above deck the dwarf doesn't encounter a living soul: seems like everyone is asleep already he thinks. But when reaching the deck he's proven wrong, seems like an old jeezer he's seen once or twice before and one of those chatty gnomes are discussing something.
Hrakar considers things for a moment and decides to join them... a little contact with the rest of the world may be a good thing after all that solitary thinking, he muses to himself.

I'm for some reason unable to edit my posts; in my last message Hrakar's admiration was directed towards the captain, and the way he handles the crew with a firm hand

Hrakar looks at the two passengers, he's esitant at first, but boredom and the prospect of another lonely and dull night alone in his cabin move him toward the two. He coughs to announce himself and politely greets the other passengers "Seems like a good night for taking a stroll on the deck, eh? Mind if I join you for a little chat under the moonlight?"

"By all means, beer-breath! Do join us," says the gnome good-naturedly as a dances a slight jig unconsciously in excitement. "I don't believe we've met," continues the gnome as he proffers his hand, I'm Quijiomientarae, which is a tongueful for most non-gnomes - feel free to abbreviate that and call me 'Qui'."

While taken aback by the fordwardness of the gnome, Hrakar can't perceive any maliciousness in the other's jest, so after a moment ponndering he quite solemnly says You are quite right about that, master Quijiomuantazarek, I don't think we've met before, but I boarded the Jeinevere just recently and spent most of my time in my cabin after that, so it's just natural I'd say; anyway I'm Hrakar, son of Targash, son of Rohgar, of the Orcbane clan, and I pride myself for being an humble servant of the Father of Creation. And you good people? Who are you and what brings you on this old tub?"

Just posting to note that I'm watching the thread, but I'm belowdecks and probably will be until something happens to draw me out. Knowing BT, though, I imagine he'll get bored with the conversation and throw a kraken at us any time now.

well there are not many of us dwarves 'round these parts I reckon... and I'm doing just fine... mr? Hrakar suddenly realizes the old man he had mistaken for another passenger must be the helmsman instead, anyway he also feels a little irritated by the human seemingly dodging his questions

Seeing the dwarve's annoyance, Quijio leans in to whisper: "I think the good chap is deaf, friend Hrakar. Or dumb. Or otherwise lacking in the entirety of the normal operative capabilities. In any event, I wouldn't take his lack of an answer personally, if I were you." Leaning back with a wink, he adds in a normal voice, "I myself am a traveler. I keep these travels funded by doing whatever sort of work I can come by. It's a combination of travels and work that have led me to be on this boat on this evening, talking to you fine fellows." At this last bit, the gnome claps both the dwarf and the man on their backs in a gesture that is as exuberant as it is friendly.

"Well, you may be right Quijiomuzeratarel... but if so I wonder if it's safe to have him man the wheel, even in a placid night as this seems to be. Take it from a long time Poert Peril resident... these waters may seem calm but are all but safe, my friend..." says the dwarf with an omnious tone.

Hearing the call for supper, Surkoff climbs his way out of the cargo hold and heads over to grab some food.
"So what kind of fine dining has Cook Terillo prepared for us this evening?" Surkoff looks puzzled at the bits and pieces in the bowl in front of him. "Food is food, I guess. It's not like it can be as bad as some of the stuff I had on the last trip I took. The whole crew got sick for 3 days."Fortitude Save: 1d20 + 3 ⇒ (6) + 3 = 9 <- Okay, so maybe it can be as bad.

Everything around Torch is dark and silent. Then, sensation begins to creep back in — the feel of sand below and of something wet lapping at his feet, the sound of ocean waves washing against a beach, and a heavy pressure over his legs. Then, suddenly, he feels a searing pain in one foot.

Torch takes 1 point of damage. Roll for initiative. You can all roll for initiative, by the way, even though so far the rest of you are still unconscious. I'll get a map up ASAP.

Torch feels a wash of nausea and disorientation as he wakes up, from consuming whatever it was (you are all effectively sickened). You come to lying prone on the beach, wearing your armor as appropriate, but your equipment seems to be stashed into a giant pile 10 feet away. Retrieving an item from it is a standard action. A number of people are sprawled along the beach.

The thing crawling over you and trying to take a bite out of your foot looks like a cross between a lobster and a scorpion. You spy two more of the creatures sniffing at the unconscious people further away.

Knowledge (nature) 10:

Spoiler:

They are called eurypterids or sea scorpions, and that's basically what they are.

Torch is hit for 3 points of damage and a Fort 10 save vs poison from the sting. Then he can act.

"By the forge and the hammer! What happened... and what is all of this sand... and what are those... things? No matter I'll check on their corpses... later" thought the dwarf regaining consciousness and immediately preparing to unleash the wrath of Torag on those impudent... insect... things

Hrakar, gets up and prepares to cast an acid dart on the nearest sea scorpion, it's a ranged touch attack causing 1d6 dmg gained through the earth domain, I don't know if using this ability counts as casting through melee, I'll give you the dice roll and then decide if applying tyhe -4 or not. Put me in the correct initiative sequence please, but I decided to post now because I don't know how much I will be able to post tomorrow
Ranged touch attack for acid dart:1d20 + 1 ⇒ (6) + 1 = 7

"Wake up! Everyone, wake up!" Torch shouts, diving across the sand toward the pile of gear (What the **** is this even doing here?! he thinks), hoping to grab his scimitar without suffering more assaults from the hungry beasts.

Acrobatics check as a move action to get the pile of equipment without an AoO, including sickness: 1d20 ⇒ 5

Wow. Seems like I used up the whole module's worth of good luck on that first natural 20.

Unfortunately, diving for the equipment turns into diving face-first onto the sand as Torch's stomach heaves, and it is all he can do to crawl across the beach and grab his weapons....

Quij rolls over, emerging from the fog of a dream that had something to do a terrible tasting stew that he nevertheless kept eating.

"What the he**!"

Snapping to life, he assesses the situation. Seeing a fellow shipmate in distress, he closes one eye and begins to picture an eagle. Having formed the image in his mind, he reaches down for a handful of sand, and throws it in Torch's general direction. Instead of dispersing, the sand coalesces, and *snap* - forms itself into the shape of an eagle.

Summon Monster I SLA - Celestial Eagle. Lasts for one minute. Summon it as close to torch as I can get (H14 or so).

Seeing the other remaining scorpion-creature beset the old sailor he had been talking to earlier, Quijio repeats the summoning process (this time transfiguring a piece of drift would that lay conveniently at hand), summoning another celestial eagle, this time to aid the old man.

Summon the second eagle at P13 if possible (can't remember how to measure diagonals). I'll roll a full attack for that eagle if it can be summoned adjacent to the OE, just use the first roll if it has to move into position first.